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Read Full Issue Of Hands On » FEATURE // BY JODI ASBELL-CLARKE, ERIN BARDAR, ELIZABETH ROWE, TEON EDWARDS, JAMIE LARSEN, BARBARA MCEACHERN, AND KATIE STOKINGER Digital Games for Implicit Science Learning In the free-choice game Impulse, players try to get their green ball to the goal without crashing into the other balls as they build a tacit understanding of Newton’s laws of motion. T he tablet screen displays a swirling blue circle in the upper left corner. A green ball is to the right. An arrow next to the ball and pointing in the direction of the swirling blue goal calls out for a tap to the screen. You tap near the green ball and it slowly moves toward the goal and enters it. The goal disappears to reappear in a new location along with some red balls now floating around the space. Another tap moves the green ball toward the new goal but this time some of the red balls are in the way. How do you avoid them? What happens if they collide with the green ball? Can you tap the screen to move the red balls too? Creating Fun Games with a Purpose The swirling blue goal and single green ball are the simple start of Impulse, a digital game developed by the Educational Gaming Environments (EdGE) group at TERC. It is one of several games being designed and tested by EdGE as part of a research effort to investigate implicit science learning in game-based learning environments. 14 TERC HANDS ON! FALL 2015 In EdGE we view games, like most forms of play, as a way to build implicit knowledge—knowledge that is not yet formalized in learners’ minds (Polanyi, 1966). We seek to design games that kids do not view as educational. Instead we aim to create free-choice games—public games that people choose to play in their own time. Players build foundational tacit knowledge from repeated, and increasingly complex, experiences in a game. They grapple with the game mechanics—the rules and challenges of the game—and in doing so they learn. In some games this learning can take place in meaningless or perhaps even socially unproductive contexts, but the EdGE games are designed to allow players to dwell in science. Players generalize solutions that help them become intuitively familiar with scientific phenomena that ground each game through the ongoing gameplay. Impulse is built around Newton’s laws of motion. It immerses players in a particle simulator where they must predict Read Full Issue Of Hands On » In Quantum Spectre, a puzzle-style EdGE game, players use flat and curved mirrors, lenses, and other optical instruments to get lasers to hit targets. “ EdGE games are designed to allow players to dwell in science. ” Newtonian motion in order to successfully avoid collisions and reach the goal. The particles—balls of different colors— obey Newton’s laws of motion and gravitation. Players use an impulse, triggered by their touch or click, to apply a force to the balls. If the green ball collides with any ambient ball (red balls in the earlier example), the level is over and the player must start again. Each level of the game gets more complex, requir-ing players to contend with the gravitational forces of an increasing number of balls and also balls of different mass (and thus inertia). Within each level, players may impart up to 20 impulses. Each impulse depletes the energy available (measured by a green bar in the right corner). Once the 20-impulse quota is reached, the player no longer has energy left to apply additional forces to the balls. Studying Game Play Digital games generate a stream of player-activity data, which can be captured through digital logs. This data exhaust (Owen, Halverson, and Willis, 2012) can be used along with educational data mining (EDM) methods to detect learners’ patterns of play and reveal how those patterns change as players advance toward more successful and sophisticated gameplay (Baker and Yacef, 2009; Martin., et al, 2013). EdGE has built data mining detectors to “watch” implicit learning in our games. By analyzing the data logs generated during digital gameplay, we can detect the patterns in gameplay that are consistent with an understanding of the scientific phenomena underlying the game design. In order to identify starting points for what to look for in the data logs, we reviewed video of more than 70 high school students playing Impulse. We began to identify strategic moves that seemed related to the physics of the game (Asbell-Clarke, Rowe, and Sylvan, 2013). Players were observed to develop gameplay tactics such as “let it float”—letting a ball stay in constant motion without exerting an external force (Newton’s first law of motion). Players also talked about wanting to stay away from the “heavy ones” because they take so many clicks to move, a strategy consistent with an implicit understanding that you would need to apply more force to redirect the heavier balls than you would to change the motion of the lighter ones (Newton’s second law of motion). Through data mining, we have detected patterns of gameplay in Impulse that appear to show evidence of the same strategic moves identified in the video observations. The “let it float” strategy seen in the videos was also evident in the data logs. This strategy demonstrates an intuitive understanding that the ball will remain moving at the same speed and in the same direction if no external force is applied. While seemingly simple, this concept is elusive for many learners (McCloskey, 1983; diSessa, 1993), likely because we don’t live in a frictionless, gravity-free world. There are nearly always external forces upon us but not in the ideal world of a digital game. In the logs, we also saw evidence that players use more force to push the heavier balls than the lighter ones, which is consistent with an intuitive understanding of Newton’s Second Law: Force = mass x acceleration. TERC HANDS ON! FALL 2015 15 Read Full Issue Of Hands On » FEATURE // CONTINUED Digital Games for Implicit Science Learning With the return of Zoombinis, an award-winning game by TERC from the ‘90s, EdGE is researching players’ computational thinking skills. In the higher levels of the game, there are gray balls that have a heavier mass but a smaller diameter than the other balls. This was to differentiate if players were reacting to size or mass when deciding to use more force. Indeed, they used more force for the gray balls than any of the others, indicating that they were correctly reacting to the mass (Rowe, AsbellClarke, and Baker, 2015). Although the game does not explicitly explain, or even mention, Newton’s laws, players are demonstrating through their gameplay that they understand the physics—at least at an implicit level. Newton’s laws, the students show greater learning gains on related test questions compared to students who didn’t play the game or didn’t have the teacher-led game-to-curriculum scaffolding. This is particularly true for students in nonhonors and non-AP science classes, suggesting that games may be a powerful vehicle for supporting students who have been placed in lower level tracts for science learning (Rowe, Asbell-Clarke, Bardou, Kasman, and MacEachern, 2014; Rowe, Bardar, Asbell-Clarke, Shane-Simpson, and Roberts, in press). Bridging Game-Based Learning to the Classroom Next Steps for EdGE One long-term goal of our work is to use the data we collect from the gameplay to create a personalized, adaptive gaming experience for learners and to help teachers use the data to inform classroom instruction and discussion. We hypothesize that if teachers use examples from games, drawing on implicit game-based learning to “bridge” to explicit curriculum outcomes, students will be better prepared to learn new concepts in the classroom. Our early research suggests that when high school students play Impulse and their teacher uses and discusses examples from the game when teaching We are further exploring and building upon our model of game-based implicit learning through several research and design initiatives. This includes studying new constructs, such as computational thinking, the use of using digital games to get people outdoors, the enhancement of available tools for bridging games and schools, and the includion of physiological, psychological, social, and neurological data sources in our research to build a more complete picture of implicit game-based learning. (See About EdGE page 17.) 16 TERC HANDS ON! FALL 2015 Read Full Issue Of Hands On » In the SportsLab gaming environment, students develop 21st Century skills while competing in a parkour shoe design competition. ABOUT EdGE The Educational Gaming Environments (EdGE) group at TERC is a team of designers, educators, and researchers working together to study how game-based learning can be measured and then used for teaching and learning in and out of classrooms. Over the past six years, EdGE has been building games in online and wireless environments for the public so that they can grapple with intriguing mystery, puzzle, and action games grounded in science. Players learn how to survive in the wild as a bird, use mirrors to direct lasers through complex puzzles, or apply Newtonian mechanics to guide their ball to a goal without collisions. Players persist because they are having fun, and EdGE research—which involves looking at the “click” data generated through digital gameplay— shows that players are learning at the same time. Selected EdGE Initiatives: Zoombinis and Computational Thinking—The Logical Journey of the Zoombinis was the first in a series of three computational thinking games developed by TERC in the 1990s. TERC and partners are re-launching Zoombinis for wireless devices (e.g., tablets) and new operating systems to reach a large commercial audience ranging from ages eight through adult. Building on prior research, EdGE is studying the cognitive strategies that emerge through Zoombinis game play. Researchers are looking at the data logs and employing other digital methods to study collaboration and social interaction in middle school classes that support the learning of computational thinking—the set of skills and understandings that learners need as they learn to program and build algorithms in computer science. STEMLandia and Getting Folks Outdoors—When EdGE was founded in 2009, the aim was not to make more gamers, but rather to make all the time kids spend in games more productive. This evolved into a mission to also use digital games as a vehicle to get kids back outside. Through the STEMLandia project (STEMLandia.com), EdGE is using location-based games, like Geocaching, to build STEM puzzles discoverable by exploring the local environment. EdGE is also looking at ways to add augmented reality tools to these outdoor games to allow learners to see the past, present, future, and imaginary changes of the world around them. Taking Games to School and Bridging Games and Curricula—EdGE is building tools to help teachers use their students’ game-based implicit learning to help teach explicit science learning in the classroom. By providing teachers access to the same types of data that EdGE researchers use to study learning—and doing so in ways geared toward the needs of those teachers and the realities of classrooms—teachers will be better prepared and informed about what to do next in their teaching. Knowing where their students are in a game, what strategies they are developing, and where they are getting stuck, teachers can customize their lessons to get at the material kids need to work on. Revealing the Invisible and Additional Measures— With MIT and Landmark College, an institute for higher learning for students with dyslexia, ASD, and ADHD, EdGE is examining how to infuse eye-tracking and other sensor data into game-based learning logs to inform the development of adaptive games that provide customized experiences to accommodate different learning styles. SportsLab—EdGE is developing and testing SportsLab, a collaborative game-based interactive environment where students, ages 12-18, participate in a sport-product design challenge, such as designing a parkour shoe. Each team creates and submits a REFERENCES Asbell-Clarke, J., Rowe, E., & Sylvan, E. (2013, April). Assessment design for emergent game-based learning. Work-in-progress presented at the ACM SIGCHI Conference on Human Factors in Computing Systems (CHaI’13). Paris, France. Baker, R.S.J.d., & Yacef, K. (2009). The state for educational data mining in 2009: A review and future visions. Journal of Educational Data Mining 1(1), 3-17 diSessa, Andrea A. (1993). Toward an epistemology of physics. Cognition and Instruction, 10(2/3), 105-225. doi: 10.2307/3233725 Owen, E., Halverson, R., & Willis, N., (2012). CyberSTEM: Gamebased learning telemetry model for assessment. Presentation at 8tth Annual Games+Learning+Society, Madison, WI. Martin, T., Aghababyan, A., Smith C., Olsen, D., Pfaffman, J., Phillips, R., Baker, S., & Janisiewicz. P., (2013). Nanogenetic learning analytics: Illuminating student learn-ing pathways in an online fraction game. Paper presented at the Proceedings of the Third Conference on Learning Analytics and Knowledge. Leuven, Belgium. McCloskey, M. (1983). Intuitive physics. Scientific American, 248(4), 122-130. Polanyi, M. (1966). The tacit dimension. Chicago, IL: University of Chicago Press. concept model and pitch for a product design. Participants, sport researchers, and product experts determine the best pitches with awards for top designs. SportsLab brings pedagogical frameworks from game- and project-based learning together with a design challenge that fosters learning and understanding of 21st Century skills and STEM concepts. The ultimate goal is to test the effectiveness of a game-based STEM and ICT-infused design challenge in collaboration with industry partners as a way to motivate disengaged youth in ways that lead to potential STEM career paths. The EdGE team is led by Jodi Asbell-Clarke and co-founders, Teon Edwards and Jamie Larsen. Elizabeth Rowe is the director of research, Erin Bardar is in charge of educational materials, Barbara MacEachern leads outreach and communication, and Katie Stokinger manages day-to-day operations. EdGE collaborates with research partners such as Columbia University’s Teachers’ College, North Carolina State University, and New Knowledge Organization. EdGE Research is conducted through several initiatives including projects funded by the National Science Foundation under grants DRL-1119144, DRL-1415284, DRL-1502882, and DRL-1417967. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author and do not necessarily reflect the views of the National Science Foundation. Building bridges: Teachers leveraging game-based implicit science learning in physics classrooms. To appear in D. Russell & J. Laffey (Eds). Handbook of Research on Gaming Trends in P-12 Education. Hershey, PA: IGI-Global. Rowe, E., Asbell-Clarke, J. & Baker, R. (2015). Serious game analytics to measure implicit science learning. In C.S. Loh, Y. Sheng, & D. Ifenthaler (Eds.), Serious Game Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. New York, NY: Springer Science+Business. Rowe, E., Asbell-Clarke, J., Bardar, E., Kasman, E., & MacEachern, B. (2014). Crossing the bridge: Connecting game-based implicit science learning to the classroom. Paper presented at the 10th annual Games +Learning+Society conference in Madison, WI. TO LEARN MORE: @EdGE_at_TERC edge.terc.edu facebook.com/EdGEatTERC Rowe, E., Bardar, E., Asbell-Clarke, J., Shane-Simpson, C., & Roberts, S. (in press). TERC HANDS ON! FALL 2015 17